Vehicles glitching - Page 8
when I start a game on an average card extra large or mega in march mode the rovers refuse to move I may give them several times orders they stay where they go for minerals and once they come back they ' obey more at all
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bastecklein said:So now if a unit (could be colonist or rover) generates a path order where it's source and destination locations are both off-screen, instead of doing normal path-finding, the unit will just slowly teleport over to the destination after a specific amount of time has passed, based on the distance between the two points and the kind of roads that are on the ground. So that should take load off of the path finder by removing most colonist and non-construction drone path-finding orders.
Generally this wont help when you start a new building construction, since the destination location is more than likely in the center of your view. But if you order a bunch of new roads to be built and then go off and pay attention to something else, the bots will not have to path-find when they move from one road construction site to the next.
I'm having issues with this teleport update. Sometimes it takes insanely long for the bots to teleport, sometimes the dissappear for minutes and then reappear at their starting location, although nothing blocks their path.
Just now I waited nearly 20 minutes for the bots to reappear at their destination.
Before v0.44.0 I didn't experience any rover-related bugs.
\\Edit
So I just noticed the bots don't actually dissappear, they just turn invisible. Maybe it's got something to do with that.
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I just started a LIS world snow map wide and the rover are blocked ready for a diamond depot look at the image instead
I start a wide map in moon mode and the rover is block on the rogolite depot and it does it every beginning of part
to complement I destroyed the repository of regolite and rover it is set to move and my bring the regolite but the bug is repeat on another repository of regolite
I am still facing some glitches of buildings, like "ultra deep dig site". Some bots still need a restart to start their work on new tasks, making it difficult to give tasks only to some of them: To make sure the task is set I mark all bots of a kind and give the task. Sometimes it seems to work... sometimes not.
I have a problem as soon as I play in map mega zolarg the insects take a long time to move or to build or to harvest resources and its does not do it in large map zolarg
I'm having this issue too making my Let's Play Series I was about to publish worthless sadly.
After updating ver.0.52, it was fatal to surround the area with "wall" of the "decorative" tab.
If there is a "connected wall" on the movement route, if there is a mass which becomes a gap of the wall, it goes to the destination through that mass.
When the bot moved, if there was "a mass without a wall" functioning as an entrance or exit, it could move inside and out of that area.
Was the condition for executing the detour operation more stringent by updating?
Regardless of the working point or return point, if there are long walls, the bots collide and stop moving.
If you click on it and look it up, the status will be shown as idle.
Some bots are working, but the green line indicating the destination is moving quickly. (I believe this is re-searching the destination)
"Wall" says to organize colonies and guide the traffic of the bot, as explained, but this does not help anything.
However, other buildings are avoided and moved.
Because the destination is in the screen, is it not it?
Is it impossible to use walls?
I have the same problem and because of those vehicles, I can't get anymore aluminum :/.